Removed duplicate code by moving the logic of Container around; removed duplicate code by producing a functional inventory search algorithm that handles both ammunition and weapon magazine options; corrected tests

This commit is contained in:
FateJH 2018-05-09 11:50:20 -04:00
parent ba49b5859e
commit 526ab7d5ec
8 changed files with 140 additions and 173 deletions

View file

@ -3,10 +3,7 @@ package net.psforever.objects
import net.psforever.objects.definition.EquipmentDefinition
import net.psforever.objects.equipment.Equipment
import net.psforever.objects.inventory.{Container, GridInventory, InventoryItem}
import net.psforever.packet.game.PlanetSideGUID
import scala.annotation.tailrec
import net.psforever.objects.inventory.{Container, GridInventory}
/**
* The companion of a `Locker` that is carried with a player
@ -21,42 +18,8 @@ class LockerContainer extends Equipment with Container {
def VisibleSlots : Set[Int] = Set.empty[Int]
override def Slot(slot : Int) : EquipmentSlot = {
if(inventory.Offset <= slot && slot <= inventory.LastIndex) {
inventory.Slot(slot)
}
else {
OffhandEquipmentSlot.BlockedSlot
}
}
def Fit(obj : Equipment) : Option[Int] = inventory.Fit(obj.Definition.Tile)
def Find(guid : PlanetSideGUID) : Option[Int] = {
findInInventory(inventory.Items.values.iterator, guid) match {
case Some(index) =>
Some(index)
case None =>
None
}
}
@tailrec private def findInInventory(iter : Iterator[InventoryItem], guid : PlanetSideGUID) : Option[Int] = {
if(!iter.hasNext) {
None
}
else {
val item = iter.next
if(item.obj.GUID == guid) {
Some(item.start)
}
else {
findInInventory(iter, guid)
}
}
}
def Definition : EquipmentDefinition = GlobalDefinitions.locker_container
}

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@ -192,11 +192,9 @@ class Player(private val core : Avatar) extends PlanetSideGameObject with Factio
FreeHand.Equipment
}
def Find(obj : Equipment) : Option[Int] = Find(obj.GUID)
def Find(guid : PlanetSideGUID) : Option[Int] = {
override def Find(guid : PlanetSideGUID) : Option[Int] = {
findInHolsters(holsters.iterator, guid)
.orElse(findInInventory(inventory.Items.values.iterator, guid)) match {
.orElse(inventory.Find(guid)) match {
case Some(index) =>
Some(index)
case None =>
@ -224,21 +222,6 @@ class Player(private val core : Avatar) extends PlanetSideGameObject with Factio
}
}
@tailrec private def findInInventory(iter : Iterator[InventoryItem], guid : PlanetSideGUID) : Option[Int] = {
if(!iter.hasNext) {
None
}
else {
val item = iter.next
if(item.obj.GUID == guid) {
Some(item.start)
}
else {
findInInventory(iter, guid)
}
}
}
override def Collisions(dest : Int, width : Int, height : Int) : Try[List[InventoryItem]] = {
if(-1 < dest && dest < 5) {
holsters(dest).Equipment match {

View file

@ -3,7 +3,7 @@ package net.psforever.objects
import net.psforever.objects.definition.VehicleDefinition
import net.psforever.objects.equipment.{Equipment, EquipmentSize}
import net.psforever.objects.inventory.{Container, GridInventory, InventoryItem, InventoryTile}
import net.psforever.objects.inventory.{Container, GridInventory, InventoryTile}
import net.psforever.objects.serverobject.mount.Mountable
import net.psforever.objects.serverobject.PlanetSideServerObject
import net.psforever.objects.serverobject.affinity.FactionAffinity
@ -347,43 +347,8 @@ class Vehicle(private val vehicleDef : VehicleDefinition) extends PlanetSideServ
def Inventory : GridInventory = trunk
def Find(obj : Equipment) : Option[Int] = Find(obj.GUID)
def Find(guid : PlanetSideGUID) : Option[Int] = {
findInInventory(Inventory.Items.values.iterator, guid) match {
case Some(index) =>
Some(index)
case None =>
None
}
}
@tailrec private def findInInventory(iter : Iterator[InventoryItem], guid : PlanetSideGUID) : Option[Int] = {
if(!iter.hasNext) {
None
}
else {
val item = iter.next
if(item.obj.GUID == guid) {
Some(item.start)
}
else {
findInInventory(iter, guid)
}
}
}
def VisibleSlots : Set[Int] = weapons.keySet
override def Slot(slot : Int) : EquipmentSlot = {
if(Inventory.Offset <= slot && slot <= Inventory.LastIndex) {
Inventory.Slot(slot)
}
else {
OffhandEquipmentSlot.BlockedSlot
}
}
/**
* A reference to the `Vehicle` `Trunk` space.
* @return this `Vehicle` `Trunk`

View file

@ -1,6 +1,7 @@
// Copyright (c) 2017 PSForever
package net.psforever.objects.inventory
import net.psforever.objects.equipment.Equipment
import net.psforever.objects.{EquipmentSlot, OffhandEquipmentSlot}
import net.psforever.packet.game.PlanetSideGUID
@ -20,17 +21,26 @@ trait Container {
* A(n imperfect) reference to a generalized pool of the contained objects.
* Having access to all of the available positions is not required.
* The entries in this reference should definitely include all unseen positions.
* The `GridInventory` returned by this accessor is also an implementation of `Container`.
* @see `VisibleSlots`
*/
def Inventory : GridInventory
/**
* Given an object, attempt to locate its slot.
* All positions, `VisibleSlot` and `Inventory`, and wherever else, should be searchable.
* @param obj the `Equipment` object
* @return the index of the `EquipmentSlot`, or `None`
*/
def Find(obj : Equipment) : Option[Int] = Find(obj.GUID)
/**
* Given globally unique identifier, if the object using it is stowed, attempt to locate its slot.
* All positions, `VisibleSlot` and `Inventory`, and wherever else, should be searchable.
* @param guid the GUID of the `Equipment`
* @return the index of the `EquipmentSlot`, or `None`
*/
def Find(guid : PlanetSideGUID) : Option[Int]
def Find(guid : PlanetSideGUID) : Option[Int] = Inventory.Find(guid)
/**
* A(n imperfect) reference to a generalized pool of the contained objects.<br>
@ -53,7 +63,14 @@ trait Container {
* @param slotNum an index
* @return the searchable position identified by that index
*/
def Slot(slotNum : Int) : EquipmentSlot = OffhandEquipmentSlot.BlockedSlot
def Slot(slotNum : Int) : EquipmentSlot = {
if(Inventory.Offset <= slotNum && slotNum <= Inventory.LastIndex) {
Inventory.Slot(slotNum)
}
else {
OffhandEquipmentSlot.BlockedSlot
}
}
/**
* Given a region of "searchable unit positions" considered as stowable,

View file

@ -28,7 +28,7 @@ import scala.util.{Failure, Success, Try}
* The `Array` of spatial GUIDs is used for quick collision lookup.
* Use of the `Array` only is hitherto referred as "using the inventory as a grid."
*/
class GridInventory {
class GridInventory extends Container {
private var width : Int = 1
private var height : Int = 1
private var offset : Int = 0 //the effective index of the first cell in the inventory where offset >= 0
@ -83,12 +83,21 @@ class GridInventory {
*/
def LastIndex : Int = Offset + TotalCapacity - 1
override def Find(guid : PlanetSideGUID) : Option[Int] = {
items.values.find({ case InventoryItem(obj, _) => obj.HasGUID && obj.GUID == guid}) match {
case Some(InventoryItem(_, index)) =>
Some(index)
case None =>
None
}
}
/**
* Get whatever is stowed in the inventory at the given index.
* @param slot the cell index
* @return an `EquipmentSlot` that contains whatever `Equipment` was stored in `slot`
*/
def Slot(slot : Int) : EquipmentSlot = {
override def Slot(slot : Int) : EquipmentSlot = {
val actualSlot = slot - offset
if(actualSlot < 0 || actualSlot > grid.length) {
throw new IndexOutOfBoundsException(s"requested indices not in bounds of grid inventory - $actualSlot")
@ -426,6 +435,10 @@ class GridInventory {
height = h
grid = Array.fill[Int](w * h)(-1)
}
def VisibleSlots : Set[Int] = Set.empty[Int]
def Inventory = this
}
object GridInventory {

View file

@ -1,8 +1,9 @@
// Copyright (c) 2017 PSForever
package objects
import net.psforever.objects.inventory.{Container, GridInventory, InventoryItem}
import net.psforever.objects.{GlobalDefinitions, OffhandEquipmentSlot, Tool}
import net.psforever.objects.equipment.EquipmentSize
import net.psforever.objects.inventory.{Container, GridInventory, InventoryEquipmentSlot}
import net.psforever.objects.{EquipmentSlot, GlobalDefinitions, OffhandEquipmentSlot, Tool}
import net.psforever.packet.game.PlanetSideGUID
import org.specs2.mutable._
@ -16,7 +17,11 @@ class ContainerTest extends Specification {
obj.Inventory.Size mustEqual 0
obj.Inventory.Capacity mustEqual 9
obj.Find(PlanetSideGUID(0)) mustEqual None
obj.Slot(0) mustEqual OffhandEquipmentSlot.BlockedSlot
obj.Slot(0).isInstanceOf[OffhandEquipmentSlot] mustEqual true
obj.Slot(0).isInstanceOf[InventoryEquipmentSlot] mustEqual true
obj.Slot(0).isInstanceOf[EquipmentSlot] mustEqual true
obj.Slot(0).Size mustEqual EquipmentSize.Inventory
obj.Slot(0).Equipment mustEqual None
obj.Collisions(0, 2, 2) mustEqual Success(List())
}
@ -49,23 +54,6 @@ object ContainerTest {
def Inventory : GridInventory = inv
def Find(guid : PlanetSideGUID) : Option[Int] = {
Inventory.Items.find({
case((_, item)) =>
if(item.obj.HasGUID) {
item.obj.GUID == guid
}
else {
false
}
}) match {
case Some((index, _)) =>
Some(index)
case None =>
None
}
}
def VisibleSlots :Set[Int] = Set[Int](0,1,2, 3,4,5, 6,7,8)
}
}

View file

@ -303,7 +303,7 @@ class PlayerTest extends Specification {
obj.Find(PlanetSideGUID(1)) mustEqual Some(0) //holsters
obj.Find(PlanetSideGUID(2)) mustEqual Some(4) //holsters, melee
obj.Find(PlanetSideGUID(3)) mustEqual Some(6) //inventory
obj.Find(PlanetSideGUID(4)) mustEqual Some(Player.LockerSlot) //locker-space
obj.Find(PlanetSideGUID(4)) mustEqual None //can not find in locker-space
obj.Find(PlanetSideGUID(5)) mustEqual Some(Player.FreeHandSlot) //free hand
obj.Find(PlanetSideGUID(6)) mustEqual None //not here
}

View file

@ -1728,7 +1728,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
do {
val requestedAmmoType = tool.NextAmmoType
if(requestedAmmoType != tool.AmmoSlot.Box.AmmoType) {
FindReloadAmmunition(obj, requestedAmmoType, fullMagazine).reverse match {
FindEquipmentStock(obj, FindAmmoBoxThatUses(requestedAmmoType), fullMagazine, CountAmmunition).reverse match {
case Nil => ;
case x :: xs =>
val (deleteFunc, modifyFunc) : ((Int, AmmoBox)=>Unit, (AmmoBox, Int)=>Unit) = obj match {
@ -1947,10 +1947,10 @@ class WorldSessionActor extends Actor with MDCContextAware {
val magazineSize : Int = tool.MaxMagazine
val reloadValue : Int = magazineSize - currentMagazine
if(magazineSize > 0 && reloadValue > 0) {
FindReloadAmmunition(obj, tool.AmmoType, reloadValue).reverse match {
FindEquipmentStock(obj, FindAmmoBoxThatUses(tool.AmmoType), reloadValue, CountAmmunition).reverse match {
case Nil =>
log.warn(s"ReloadMessage: no ammunition could be found for $item_guid")
case list @ x :: xs =>
case x :: xs =>
val (deleteFunc, modifyFunc) : ((Int, AmmoBox)=>Unit, (AmmoBox, Int)=>Unit) = obj match {
case (veh : Vehicle) =>
(DeleteAmmunitionInVehicle(veh), ModifyAmmunitionInVehicle(veh))
@ -3233,58 +3233,103 @@ class WorldSessionActor extends Actor with MDCContextAware {
def FindWeapon : Option[Tool] = FindContainedWeapon._2
/**
* Within a specified `Container`, find the smallest number of `AmmoBox` objects of a certain type of `Ammo`
* whose sum capacities is greater than, or equal to, a `desiredAmount`.<br>
* Within a specified `Container`, find the smallest number of `Equipment` objects of a certain qualifying type
* whose sum count is greater than, or equal to, a `desiredAmount` based on an accumulator method.<br>
* <br>
* In an occupied `List` of returned `Inventory` entries, all but the last entry is considered emptied.
* The last entry may require having its `Capacity` be set to a non-zero number.
* In an occupied `List` of returned `Inventory` entries, all but the last entry is typically considered "emptied."
* For objects with contained quantities, the last entry may require having that quantity be set to a non-zero number.
* @param obj the `Container` to search
* @param ammoType the type of `Ammo` to search for
* @param desiredAmount how much ammunition is requested to be found
* @return a `List` of all discovered entries totaling approximately the amount of the requested `Ammo`
* @param filterTest test used to determine inclusivity of `Equipment` collection
* @param desiredAmount how much is requested
* @param counting test used to determine value of found `Equipment`;
* defaults to one per entry
* @return a `List` of all discovered entries totaling approximately the amount requested
*/
def FindReloadAmmunition(obj : Container, ammoType : Ammo.Value, desiredAmount : Int) : List[InventoryItem] = {
def FindEquipmentStock(obj : Container,
filterTest : (Equipment)=>Boolean,
desiredAmount : Int,
counting : (Equipment)=>Int = DefaultCount) : List[InventoryItem] = {
var currentAmount : Int = 0
obj.Inventory.Items
.map({ case ((_, item)) => item })
.filter(obj => {
obj.obj match {
case (box : AmmoBox) =>
box.AmmoType == ammoType
case _ =>
false
}
})
.filter(item => filterTest(item.obj))
.toList
.sortBy(_.start)
.takeWhile(entry => {
val previousAmount = currentAmount
currentAmount += entry.obj.asInstanceOf[AmmoBox].Capacity
currentAmount += counting(entry.obj)
previousAmount < desiredAmount
})
}
def FindRestock(obj : Container, filterTest : (Equipment)=>Boolean, desiredAmount : Int) : List[InventoryItem] = {
var currentAmount : Int = 0
obj.Inventory.Items
.map({ case ((_, item)) => item })
.filter(obj => filterTest(obj.obj))
.toList
.sortBy(_.start)
.takeWhile(entry => {
val previousAmount = currentAmount
currentAmount += (entry.obj match {
case obj : AmmoBox =>
obj.Capacity
case obj : Tool =>
if(GlobalDefinitions.isGrenade(obj.Definition)) {
obj.Magazine
}
else {
1
}
})
previousAmount < desiredAmount
})
/**
* The default counting function for an item.
* Counts the number of item(s).
* @param e the `Equipment` object
* @return the quantity;
* always one
*/
def DefaultCount(e : Equipment) : Int = 1
/**
* The counting function for an item of `AmmoBox`.
* Counts the `Capacity` of the ammunition.
* @param e the `Equipment` object
* @return the quantity
*/
def CountAmmunition(e : Equipment) : Int = {
e match {
case a : AmmoBox =>
a.Capacity
case _ =>
0
}
}
/**
* The counting function for an item of `Tool` where the item is also a grenade.
* Counts the number of grenades.
* @see `GlobalDefinitions.isGrenade`
* @param e the `Equipment` object
* @return the quantity
*/
def CountGrenades(e : Equipment) : Int = {
e match {
case t : Tool =>
(GlobalDefinitions.isGrenade(t.Definition):Int) * t.Magazine
case _ =>
0
}
}
/**
* Flag an `AmmoBox` object that matches for the given ammunition type.
* @param ammo the type of `Ammo` to check
* @param e the `Equipment` object
* @return `true`, if the object is an `AmmoBox` of the correct ammunition type; `false`, otherwise
*/
def FindAmmoBoxThatUses(ammo : Ammo.Value)(e : Equipment) : Boolean = {
e match {
case t : AmmoBox =>
t.AmmoType == ammo
case _ =>
false
}
}
/**
* Flag a `Tool` object that matches for loading the given ammunition type.
* @param ammo the type of `Ammo` to check
* @param e the `Equipment` object
* @return `true`, if the object is a `Tool` that loads the correct ammunition type; `false`, otherwise
*/
def FindToolThatUses(ammo : Ammo.Value)(e : Equipment) : Boolean = {
e match {
case t : Tool =>
t.Definition.AmmoTypes.map { _.AmmoType }.contains(ammo)
case _ =>
false
}
}
/**
@ -3427,9 +3472,10 @@ class WorldSessionActor extends Actor with MDCContextAware {
//TODO this is temporary and will be replaced by more appropriate functionality in the future.
val tdef = tool.Definition
if(GlobalDefinitions.isGrenade(tdef)) {
val findGrenades : (Equipment)=>Boolean = FindGrenadesLike(tool.AmmoType)
FindRestock(player, findGrenades, 3) match {
val ammoType = tool.AmmoType
FindEquipmentStock(player, FindToolThatUses(ammoType), 3, CountGrenades).reverse match { //do not search sidearm holsters
case Nil =>
log.info(s"no more $ammoType grenades")
taskResolver ! RemoveEquipmentFromSlot(player, tool, player.Find(tool).get)
case x :: xs => //this is similar to ReloadMessage
@ -3444,7 +3490,8 @@ class WorldSessionActor extends Actor with MDCContextAware {
ModifyAmmunition(player)(box.AmmoSlot.Box, 3 - tailReloadValue)
3
})
ModifyAmmunition(player)(tool.AmmoSlot.Box, -actualReloadValue) //grenades already in holster (negative because empty)
log.info(s"found $actualReloadValue more $ammoType grenades to throw")
ModifyAmmunition(player)(tool.AmmoSlot.Box, -actualReloadValue) //grenade item already in holster (negative because empty)
xs.foreach(item => {
taskResolver ! RemoveEquipmentFromSlot(player, item.obj, item.start)
})
@ -3455,15 +3502,6 @@ class WorldSessionActor extends Actor with MDCContextAware {
}
}
def FindGrenadesLike(grenadeType : Ammo.Value)(e : Equipment) : Boolean = {
e match {
case t : Tool =>
t.AmmoType == grenadeType
case _ =>
false
}
}
/**
* A predicate used to determine if an `InventoryItem` object contains `Equipment` that should be dropped.
* Used to filter through lists of object data before it is placed into a player's inventory.
@ -3679,7 +3717,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
/**
* An event has occurred that would cause the player character to stop certain stateful activities.
* These activities include shooting, weapon drawing, hacking, accessing (a container), flying, and running.
* These activities include shooting, the weapon being drawn, hacking, accessing (a container), flying, and running.
* Other players in the same zone must be made aware that the player has stopped as well.<br>
* <br>
* Things whose configuration should not be changed:<br>